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Ace Revolver Reference

The Ace is a revolver in Unturned, chambered for its own dedicated ammunition type. This article is a complete data reference for modders and server owners who need to read, understand, and edit the Ace's asset definition. Every number, table, and field value on this page comes directly from the game's asset files. If you are searching for "Ace damage values," "Ace item ID," "Ace loot tables," or "Ace spawn chance," this page contains the authoritative numbers.

The Ace is defined as asset Ace, item ID 107, with GUID 92b49222958d4c6fbeca1bd00987b0fd. Its rarity is Uncommon and it occupies the Secondary equipment slot. The in-game description reads: "American revolver chambered in Ace ammunition."

Understanding a weapon asset means reading seven groups of data: identification metadata, ballistics, damage against three target types (players, zombies, animals), handling characteristics, behavioural flags, and the loot tables that place the weapon in the world. Each group answers a different question. Identification tells you what the item is called and how servers reference it. Ballistics tells you how it fires and what it fires. Damage tells you how much harm it does. Handling tells you how it feels. Flags tell you what it can do beyond shooting. Loot tables tell you where players find it. This article walks through all seven groups for the Ace, explaining each field as it goes.


Asset identification

Every item in Unturned is identified by three pieces of metadata that modders use to reference it in loot tables, crafting recipes, and plugin configurations. For the Ace, these three identifiers are:

  • Item ID: 107
  • GUID: 92b49222958d4c6fbeca1bd00987b0fd
  • Asset name: Ace

Item ID (107)

The item ID is the numeric identifier used throughout Unturned's server ecosystem. This is the number you type in commands like /give 107, in RocketMod plugin configurations, in kit definitions, and in permission overrides. It is the most common way server software references an item, and it is the number that appears in log files when an item is picked up, dropped, or consumed.

Item IDs are assigned by the game developers and are not guaranteed to remain the same across major updates. If Unturned receives a content rework that affects the item catalog, IDs can be reassigned. For this reason, most modding tools and plugin frameworks also support GUID-based lookups as a fallback.

When you are writing a kit configuration, you use the item ID like this:

xml
<Item id="107" amount="1" />

When you are writing a loot table entry, the item ID is the value in the id field of each spawn entry. When you are debugging a plugin and see 107 appear in a log line about an item event, you know the Ace was involved.

GUID (92b49222958d4c6fbeca1bd00987b0fd)

The GUID is a 32-character hexadecimal string that serves as a stable identifier for the item. GUIDs are embedded in asset bundles and used by the game engine internally to resolve references between assets. You will encounter GUIDs in the Unturned Devkit when inspecting prefabs, in advanced RocketMod plugin APIs that expose asset GUIDs, and in some configuration formats that prefer GUIDs over item IDs for stability.

The Ace's GUID is 92b49222958d4c6fbeca1bd00987b0fd. If a plugin or tool asks for an item identifier and explicitly accepts GUIDs, this is the value to provide. GUIDs are more stable than item IDs across updates, though they too can change if the asset is fundamentally rebuilt rather than patched.

Rarity (Uncommon)

Rarity is the tier label applied to the item. The Ace is Uncommon, the second of six tiers.

What rarity actually drives is the colour the item's name is drawn in. The game maps each tier to a fixed colour:

RarityName colour
CommonWhite
UncommonGreen
RareBlue
EpicPurple
LegendaryMagenta
MythicalRed

So the Ace's name renders green. This is a visual cue that helps players judge an item at a glance, in the inventory and on the ground.

Rarity does not by itself decide where an item spawns. Loot placement is defined explicitly by the spawn tables, covered later in this article, and an item's tier and its actual drop rate are set independently.

Slot (Secondary)

The equipment slot value determines which of the character's two weapon slots the Ace occupies. Secondary is the smaller of the two, conventionally used for sidearms, and a character carries one Primary and one Secondary at a time.

Do not confuse the equipment slot with the number keys. In the game's control bindings, the number row maps to hotbar entries rather than to equipment slots, and the bindings named "Primary" and "Secondary" are the two mouse buttons for firing and aiming, not slot selectors. The slot field in the asset only decides where the item can be equipped.

For modders creating a new weapon, the slot value is a balance decision as much as a placement one. Giving a sidearm the Primary value lets a player carry it alongside a separate Secondary, which is usually not what you want.


Ballistics configuration

The ballistics block defines how the Ace fires, what it fires, and how the projectile behaves after leaving the barrel. Each field in this block is a named parameter in the weapon's .dat asset file. The values here are read by the game engine every time the weapon is fired or reloaded.

Eight fields make up the Ace's ballistics definition. They are presented below exactly as they appear in the asset.

FieldValue
Range100
Firerate10
ActionTrigger
Caliber6
Muzzle3
Magazine108
Ammo_Min2
Ammo_Max6

Range (100)

Range sets the maximum distance, in meters, that a projectile from this weapon can travel before it despawns. When a bullet is fired from the Ace, the game traces a line from the muzzle to the target. If the distance along that line exceeds 100 meters, the bullet ceases to exist. It does not deal reduced damage at longer ranges -- it deals no damage at all beyond 100 meters because the projectile is removed before it reaches the target.

This is a binary range model, not a damage-falloff model. The bullet either reaches its target (range less than or equal to 100) and deals full damage modified by the hit-zone multiplier, or it does not reach its target (range greater than 100) and deals zero damage. Modders coming from games with damage-dropoff curves should note this distinction: Unturned's standard ballistics system does not apply gradual damage reduction over distance for hitscan weapons.

The value 100 represents a moderate engagement distance for a handgun. When editing this field, the practical effect is straightforward: increase it to allow the Ace to hit at longer distances, decrease it to force the weapon into close-quarters use. A modified Range of 50 would cut the effective distance in half; a modified Range of 200 would allow the Ace to engage at double its default reach.

Firerate (10)

Firerate controls the delay between shots as a game tick count. The value 10 means that 10 game ticks must elapse between each shot. The Ace cannot fire again until this cooldown has passed.

Understanding firerate as a tick value rather than a time value is important because the duration of a tick depends on the server's tick rate setting, which is a server configuration choice, not a weapon asset property. The tick rate can vary between servers: a server running at a higher tick rate processes more ticks per second, which means a firerate of 10 results in a faster actual fire rate on that server compared to a lower-tick-rate server.

When comparing weapons, modders should compare firerate values directly rather than converting them. A weapon with firerate 5 fires twice as often (in ticks) as a weapon with firerate 10, all else being equal. The Ace's firerate of 10 positions it as a slower-firing weapon relative to automatic sidearms, which is consistent with its revolver identity.

To edit firerate, change this number. Lower values mean faster fire. A firerate of 5 makes the Ace fire twice as fast in tick terms. A firerate of 20 makes it fire at half the default speed. Do not set firerate to 0 or a negative value; the engine behaviour for those inputs is not defined in the asset specification and may cause unpredictable results.

Action (Trigger)

The Action field specifies the firing mechanism type. The value Trigger means the weapon fires once per input press -- a semi-automatic firing cycle. This is the standard action type for handguns in Unturned. The player presses the fire button, one round is discharged, and the weapon cannot fire again until the firerate cooldown elapses and the player releases and re-presses the fire button.

Other action types exist in Unturned's weapon system. Pump requires a pump animation to cycle between shots (used for pump-action shotguns). Bolt requires a bolt-cycling animation (used for bolt-action rifles). String is used for bows and requires a draw animation. Trigger is the simplest action type: it fires immediately on input with no animation gate between shots beyond the firerate cooldown. This makes the Ace's firing feel responsive and immediate, as is appropriate for a double-action revolver.

If you change the Action field to a different value, you change how the weapon cycles between shots. Changing it to Pump would make the player character perform a pump animation after each shot, which would look incorrect on a revolver model. The Action field should match the weapon's visual design; the Ace's Trigger value is correct for its revolver form factor.

Caliber (6)

Caliber is the ammunition type identifier. The value 6 means the Ace accepts ammunition of caliber ID 6. In Unturned's item catalog, caliber ID 6 corresponds to Ace ammunition specifically. The Ace uses its own dedicated ammunition type rather than sharing a caliber with any other weapon in the base game.

This is an important design characteristic: the Ace does not share ammunition with other handguns. A player carrying a Colt (which uses a different caliber) cannot use Colt magazines to reload the Ace. The Ace requires Ace Magazines (item ID 108) specifically. This creates ammunition scarcity as a balance factor -- finding an Ace means the player must also find its specific ammunition type, which spawns in its own dedicated loot pools.

For modding purposes, the Caliber field is the link between the weapon and its magazine item. If you change Caliber from 6 to a different ID, the Ace will accept magazines of that caliber instead. This allows you to create ammunition-sharing across weapons if your mod intends to simplify the ammunition economy. Conversely, you can keep Caliber at 6 and modify the magazine item (item ID 108) to change capacity, spawn behaviour, or crafting recipes without touching the weapon asset.

Muzzle (3)

Muzzle is the visual effect identifier for the muzzle flash. When the Ace fires, the game spawns muzzle effect 3 at the barrel attachment point of the weapon model. The effect is purely visual: it does not influence damage, range, detection radius, or any gameplay mechanic. Different muzzle IDs correspond to different flash shapes, colours, durations, and smoke patterns.

Modders who want to change the visual character of the Ace's firing can change this value. A lower muzzle ID might produce a shorter, dimmer flash appropriate for a suppressor. A higher muzzle ID might produce a larger, brighter flash appropriate for a high-caliber hand cannon. The muzzle effect assets are defined separately from the weapon asset, so changing this value only changes which effect is played; it does not require editing the effect asset itself.

Magazine (108)

Magazine is the item ID of the reloadable ammunition container this weapon uses. The value 108 is the item ID of the Ace Magazine. When the player presses the reload key, the game searches the player's inventory for items with ID 108, consumes one from the stack (or uses a partially-filled magazine if the game's magazine-tracking system is active), and fills the weapon's ammo count to Ammo_Max.

This field creates the dependency between the weapon and its ammunition. If you are configuring a loot table, a kit, or a shop plugin and you want players to have ammunition for the Ace, you must include item ID 108. Including the Ace without including item ID 108 means the player has a weapon but no way to reload it beyond the initial cylinder capacity.

Server owners should note that the Magazine field value determines which item the /give command needs to provide alongside the weapon. The standard loadout pattern for the Ace is:

/give <player> 107    (the weapon)
/give <player> 108 3  (3 spare magazines)

Ammo_Min (2) and Ammo_Max (6)

These two fields together define the magazine capacity and reload logic.

Ammo_Max (6) is the maximum number of rounds the weapon can hold at one time. This is a six-shot cylinder -- the weapon's loaded count never exceeds 6. When the weapon spawns into the world, it starts with 6 rounds loaded if the spawn logic supplies a full magazine. When the player reloads from a fresh magazine (item ID 108), the weapon's loaded count is set to 6.

Ammo_Min (2) is the threshold below which the player is allowed to initiate a reload. The weapon's current loaded count must be at or below Ammo_Min for the reload interaction to be available. With Ammo_Min set to 2, the player can reload when the cylinder contains 2, 1, or 0 rounds. The player cannot reload when the cylinder contains 3, 4, 5, or 6 rounds.

This mechanic prevents players from wasting ammunition by reloading a partially-filled cylinder. In real-world revolver operation, ejecting a partially-spent cylinder discards the unfired rounds, which is wasteful. Unturned models this through the Ammo_Min gate: you must fire enough rounds to bring the cylinder count at or below 2 before you are permitted to reload.

Modders can change these values to alter the weapon's capacity and reload behaviour. Increasing Ammo_Max to, for example, 8 gives the Ace an eight-round cylinder. Setting Ammo_Min to 1 allows the player to reload as soon as one round has been fired. Setting Ammo_Min to 0 allows the player to reload at any time, effectively disabling the partial-reload restriction. Setting Ammo_Min equal to Ammo_Max (both 6) would prevent reloading entirely until the cylinder is completely empty.

When modifying these values, ensure the magazine item (item ID 108) is also updated if its capacity definition references the same numbers, otherwise the reload logic may behave inconsistently between the weapon and its magazine.


Player damage

Player damage fields define how much damage the Ace deals to other players, and how that damage is modified depending on which part of the body the projectile hits. This is the most important set of numbers for PvP balance.

The Ace's player damage block contains one base value and four multipliers, one for each defined hit zone. Unturned's hit detection selects the appropriate multiplier based on which bone or collision volume the projectile intersects on the target's character model.

Player damage

FieldValue
Player_Damage50
Player_Leg_Multiplier0.6
Player_Arm_Multiplier0.6
Player_Spine_Multiplier0.8
Player_Skull_Multiplier1.1

The base damage value

Player_Damage (50) is the damage value applied when a projectile hits the player's torso. The torso is the default hit zone: if the bullet does not intersect a leg, arm, spine, or skull bone, the game applies the base damage without any multiplier. This makes the torso the reference point against which all other hit zones are compared.

The value 50 is in the game's raw damage units. It is not a percentage and does not represent hit points directly in the way some other games present damage numbers. The game's health system applies this value against the target's health pool, modified by any armour damage reduction, medical buffs, or other status effects active on the target at the time of the hit. Those external modifiers are not properties of the Ace asset; they are part of the target's state and the server's damage-processing pipeline.

Hit-zone multipliers

Each multiplier is a floating-point value that the game multiplies against Player_Damage to produce the effective damage for a hit to that zone. Multipliers above 1.0 amplify damage (headshots deal more). Multipliers below 1.0 reduce damage (limb shots deal less).

The Player_Skull_Multiplier (1.1) is the only multiplier above 1.0. A headshot deals 10% more damage than a torso hit. This is a modest headshot bonus compared to some weapons that have skull multipliers of 1.5 or higher, which means the Ace rewards headshots but does not rely on them to be effective. The punishment for not hitting the head is lower with the Ace than with a weapon that has a high skull multiplier and low body damage.

The Player_Spine_Multiplier (0.8) applies to shots that hit the upper back or spine region. At 0.8, spine shots deal 80% of torso damage. This is a moderate penalty -- the spine is a smaller target than the torso but a larger target than the head, and the 0.8 multiplier reflects that intermediate difficulty.

The Player_Arm_Multiplier (0.6) and Player_Leg_Multiplier (0.6) both apply a 0.6 multiplier, meaning arm and leg shots deal 60% of torso damage. These are the least rewarding hit zones, reflecting that the arms and legs are non-critical areas. The equal value for arms and legs is a design choice: the developer decided arm and leg hits should carry the same penalty rather than differentiating between them.

Pre-computed damage values

The game files provide these values pre-multiplied for quick reference:

Player damage per hit zone (computed, use verbatim)

Hit zoneMultiplierDamage (base 50)
Skull1.155
Spine0.840
Arm0.630
Leg0.630

The damage column shows the effective damage value delivered on a hit to each zone. The skull hit at 55 damage represents the maximum single-shot damage the Ace can deal to a player. The arm and leg hits at 30 damage represent the minimum, assuming the same base damage applies and no external modifiers intervene.

The spread from 30 to 55 across the four zones means that shot placement changes the Ace's per-hit effectiveness by a factor of approximately 1.83 between the best and worst hit zones. For comparison, a weapon with a skull multiplier of 2.0 and arm/leg multipliers of 0.5 would have a factor of 4.0 between best and worst hits. The Ace's narrower spread makes it more forgiving of imperfect aim -- the penalty for a limb shot versus a headshot is less severe.

Modding player damage

When editing the Ace's player damage profile for a mod, the two approaches are:

  1. Adjust base damage: Change Player_Damage to globally raise or lower the weapon's PvP effectiveness. Increasing it to 60 makes every hit zone deal 20% more damage. Decreasing it to 40 makes every hit zone deal 20% less damage. This is the simplest change with the most predictable outcome.

  2. Adjust multipliers: Change individual multipliers to reshape the reward curve for different hit zones. Increasing Player_Skull_Multiplier to 1.5 makes headshots significantly more valuable while leaving body-shot damage unchanged. Increasing Player_Leg_Multiplier to 0.8 makes leg shots less punishing. This approach allows fine-tuning of the risk-reward structure without changing the weapon's overall damage budget.

The two approaches can be combined. A common modding pattern is to lower base damage while raising the skull multiplier, creating a weapon that is weaker on body shots but stronger on headshots -- a high-skill-floor weapon. The reverse (higher base damage, lower or removed skull multiplier) creates a more forgiving weapon that does not reward precision.


Zombie damage

Zombie damage fields follow the same structural pattern as player damage but use entirely independent values. The game engine checks the target type on each hit and selects the appropriate damage block: Player_Damage and its multipliers for player targets, Zombie_Damage and its multipliers for zombie targets.

Zombie damage

FieldValue
Zombie_Damage99
Zombie_Leg_Multiplier0.3
Zombie_Arm_Multiplier0.3
Zombie_Spine_Multiplier0.6
Zombie_Skull_Multiplier1.1

The PvE-first design

The base Zombie_Damage of 99 is nearly double the Player_Damage of 50. This is the most important number in the Ace's damage profile because it defines the weapon's role. The Ace is tuned to be substantially more effective against zombies than against players. This is a common design pattern in Unturned's sidearm balance: pistols and revolvers are given elevated zombie damage so they remain useful in PvE environments without dominating PvP engagements.

The design intent is visible in the numbers. A weapon that deals 50 damage to players but 99 damage to zombies is a weapon meant for zombie clearing. It is competitive in PvE while balanced in PvP. This separation of concerns -- one base damage for players, a different base damage for zombies -- is a core Unturned weapon design pattern and one of the most important concepts for a modder to understand when creating or rebalancing weapons.

Zombie hit-zone multipliers

The zombie multipliers are more punitive for non-headshots than the player multipliers. Compare the two sets:

Hit zonePlayer multiplierZombie multiplier
Skull1.11.1
Spine0.80.6
Arm0.60.3
Leg0.60.3

The skull multiplier is identical at 1.1 for both target types. The spine, arm, and leg multipliers are all lower for zombies than for players. The gap is largest for arm and leg hits: 0.6 versus 0.3, meaning a leg shot against a zombie deals half the relative damage of a leg shot against a player (compared to each target type's respective torso damage).

This multiplier profile is a PvE design choice that incentivises headshots against zombies. The high base damage (99) combined with the steep limb penalties means the Ace is most effective when the player aims for the head. A player who consistently lands zombie headshots will find the Ace a powerful PvE tool. A player who fires at zombie centre mass or limbs will find the Ace much less effective, because the multipliers penalise those hit zones heavily while the base damage, though high, cannot compensate for a 0.3 multiplier on every shot.

Pre-computed zombie damage values

The game files provide these values pre-multiplied:

Zombie damage per hit zone (computed, use verbatim)

Hit zoneMultiplierDamage (base 99)
Skull1.1108.9
Spine0.659.4
Arm0.329.7
Leg0.329.7

The skull hit deals 108.9 damage, the spine hit 59.4, and arm and leg hits 29.7 each. The effective damage range from the worst hit (29.7) to the best hit (108.9) spans a factor of approximately 3.67. This is a considerably wider spread than the player damage spread, which spans roughly a factor of 1.83. The Ace is more sensitive to shot placement against zombies than against players, which is the intended PvE tuning.

Modding zombie damage

The same two approaches from player damage apply here: adjust Zombie_Damage for global changes, or adjust individual multipliers for per-zone changes.

A common use case is creating a weapon that is specialised purely for zombie clearing with negligible PvP damage. A modder might keep Player_Damage low (e.g., 20) but set Zombie_Damage high (e.g., 200), creating a weapon that is dominant in PvE but useless in PvP. The Ace, with its PvE-favouring but not extreme split (50 player vs 99 zombie), is a moderate example of this pattern.

Another use case is flattening the zombie multiplier curve to create a more forgiving PvE weapon. Raising Zombie_Arm_Multiplier and Zombie_Leg_Multiplier from 0.3 to, for example, 0.7 reduces the penalty for limb shots and makes the weapon more effective for players who do not consistently land headshots. This trades the skill-reward structure for accessibility -- a valid design choice for a beginner-friendly mod or a weapon intended for casual play.


Animal damage

Animal damage fields define the Ace's performance against wildlife. The animal damage block uses fewer hit zones than the player and zombie blocks because animal character models have simpler skeletons.

Animal damage

FieldValue
Animal_Damage50
Animal_Leg_Multiplier0.6
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.1

Missing arm multiplier

The animal damage block has no Animal_Arm_Multiplier field. This is not an omission or an error; it reflects the fact that animal models in Unturned do not have arm bones in their hitbox skeletons. The game cannot register an arm hit on an animal because there is no arm hit zone to intersect. The three defined zones (Leg, Spine, Skull) cover the bones that exist on animal character rigs: leg bones for the limbs, spine bones for the torso, and skull bones for the head.

If a projectile hits an animal in a location that does not map to any of these three zones, the game applies the base Animal_Damage without a multiplier, treating it as a default torso hit. This is the same fallback behaviour that applies to player torso hits.

Damage values identical to player damage

The base Animal_Damage of 50 and the three multiplier values (0.6, 0.8, 1.1) are identical to the corresponding player damage values. The Ace treats animals and players identically in terms of per-hit damage:

Animal damage per hit zone (computed, use verbatim)

Hit zoneMultiplierDamage (base 50)
Skull1.155
Spine0.840
Leg0.630

This symmetry means the Ace is not specialised for hunting. A dedicated hunting weapon in Unturned typically has elevated Animal_Damage compared to its Player_Damage, reflecting that the weapon is designed for hunting large game. The Ace does not do this; it applies the same 50-damage profile to animals that it applies to players.

For modders creating a hunting-focused revolver variant, the change is straightforward: raise Animal_Damage while leaving Player_Damage and Zombie_Damage at their current values. This creates a weapon that is exceptionally effective against wildlife but balanced against players and zombies.

Modding animal damage

Because the animal damage profile mirrors the player damage profile, any change to animal damage should be made with awareness of the player damage values. If you raise Animal_Damage to 75, the Ace becomes 50% more effective against animals than against players. If this is the intended design -- a hunting sidearm -- it is a clean change. If you want the Ace to remain a general-purpose weapon, keep animal and player damage aligned so that the weapon feels consistent regardless of the target type.


Handling and recoil

The handling block controls how the weapon feels to fire. It covers three aspects: recoil (camera displacement on each shot), spread (bullet deviation from the crosshair), and screen shake (cosmetic camera vibration). These fields affect the player's ability to land consecutive shots and are a major component of a weapon's identity.

Handling

FieldValue
Recoil_Min_X-4
Recoil_Min_Y15
Recoil_Max_X-8
Recoil_Max_Y20
Spread_Aim0.05
Shake_Min_X-0.01
Shake_Max_X0.01

Recoil: the X-Y pairs

Recoil in Unturned is defined by two pairs of values: a minimum and maximum for the horizontal (X) axis, and a minimum and maximum for the vertical (Y) axis. On each shot, the game generates a random value between the min and max for each axis and applies that as a camera rotation offset. The player's view pitches up by the Y value and yaws by the X value.

The recoil range is not a fixed value per shot -- it is a range, so consecutive shots produce varying amounts of kick. This variation prevents recoil from feeling mechanical or predictable.

Horizontal recoil (X axis): Both the minimum (Recoil_Min_X, -4) and maximum (Recoil_Max_X, -8) are negative numbers. In Unturned's coordinate system, negative X values correspond to leftward recoil. This means the Ace's horizontal kick always pulls to the left; it never kicks right. Each shot produces between 4 and 8 units of leftward camera yaw, with the exact value randomised per shot within that range.

The Ace's horizontal recoil is directional and consistent. Some weapons use symmetrical X ranges (e.g., -5 to +5), which means the weapon can kick left or right randomly on each shot. The Ace's entirely negative X range means the player can learn to compensate for the leftward pull through muscle memory, because the direction is always the same. Only the magnitude varies.

Vertical recoil (Y axis): Both the minimum (Recoil_Min_Y, 15) and maximum (Recoil_Max_Y, 20) are positive numbers, meaning upward recoil. Each shot produces between 15 and 20 units of upward camera pitch. The vertical recoil magnitude is considerably larger than the horizontal recoil magnitude, which is typical for handguns: the dominant recoil direction is upward, with a secondary leftward drift.

The gap between the Y min and max (15 to 20, a spread of 5 units) is proportionally smaller than the gap between the X min and max (-4 to -8, a spread of 4 units in a smaller absolute range). This means the vertical recoil per shot is relatively predictable -- it will always fall within a narrow band -- while the horizontal recoil is the more variable component.

Modding recoil: The four recoil values should be edited as a group, not individually, because changing one without the others can create unnatural-feeling recoil patterns. The most common modding changes are:

  • Reduce vertical recoil: Lower both Y values (e.g., to 8 and 12) to make the weapon easier to control. This is appropriate for a beginner-friendly mod or a competitive PvP weapon.
  • Increase vertical recoil: Raise both Y values (e.g., to 25 and 35) to make the weapon feel more powerful and harder to control. This is appropriate for a high-caliber hand cannon variant.
  • Narrow the ranges: Bring the min and max closer together (e.g., Recoil_Min_X to -5, Recoil_Max_X to -6) to reduce per-shot variation and create a more predictable recoil pattern.
  • Widen the ranges: Spread the min and max further apart to increase shot-to-shot unpredictability, creating a weapon that is harder to master.

Spread: aimed accuracy

Spread_Aim (0.05) defines the bullet deviation cone when the player is aiming down sights (ADS). The value 0.05 means the bullet can deviate up to 0.05 degrees from the exact centre of the crosshair when the player is aiming.

Spread of 0.05 represents a tight cone. The Ace is accurate when aimed, which is appropriate for a revolver: it rewards deliberate aiming rather than rapid hip-fire. The game may apply additional spread from other sources -- movement, stance (crouched versus standing), and hip-fire penalty -- but those are not defined in the weapon asset. They are part of the player controller and apply equally to all weapons. The Spread_Aim value is the weapon-specific component of the accuracy equation.

For modding, the interpretation is direct:

  • Set to 0: The bullet travels exactly to the crosshair centre when aimed. Perfect accuracy. Use this for competitive-grade weapons or sniper rifles.
  • Increase: A value of 0.1 doubles the spread cone. A value of 0.5 creates significant ADS inaccuracy. Use this to balance weapons that would otherwise be too accurate for their role.

Hip-fire spread is controlled by a separate field (often Spread_Hip) that is not present in the Ace's handling block. The absence of a hip-fire spread field means the Ace uses the default hip-fire spread from the player controller, or that the hip-fire spread is not explicitly overridden in this asset.

Screen shake: cosmetic camera vibration

Shake_Min_X (-0.01) and Shake_Max_X (0.01) define the horizontal screen-shake range. On each shot, the first-person camera oscillates horizontally by a random value within this range. The shake is a cosmetic effect -- it affects what the player sees, not where the bullet travels. The bullet's trajectory is determined by spread and recoil; the shake is purely a visual feedback layer.

The Ace's shake range of -0.01 to 0.01 produces a subtle, barely-perceptible vibration. This is appropriate for a handgun: the shake is present to communicate that a shot was fired, but it is not strong enough to disorient the player. Larger weapons like sniper rifles, shotguns, and explosives typically use wider shake ranges (e.g., -0.05 to 0.05) to convey their greater impact.

Screen shake is entirely cosmetic and has no effect on gameplay balance. Modders can adjust it purely for aesthetic reasons. Setting both values to 0 eliminates all screen shake, which some players prefer for competitive play because it removes visual noise. Increasing the values adds more dramatic visual feedback, which some modders use to make weapons feel more powerful without actually changing their damage or recoil.

The handling profile in context

Taken together, the Ace's handling values paint a clear picture: strong upward recoil (15-20), moderate and directional leftward pull (-4 to -8), tight aimed accuracy (0.05), and minimal screen shake (-0.01 to 0.01). This is a revolver handling profile. It kicks hard but consistently, rewards aiming down sights, and does not overwhelm the player with visual effects. When building a new weapon, use this profile as a reference for what a "standard handgun" handling block looks like, and deviate from it intentionally based on the weapon's intended role.


Flags

Flags are binary behavioural toggles stored as a list of strings in the weapon asset. Each flag enables or disables a specific interaction, animation behaviour, or system integration. The Ace's complete flag list, as it appears in the asset definition, is:

"7b82c125a5a54984b8bb26576b59e977", Blueprints, Hook_Barrel, InputItems, RequiresNearbyCraftingTags, Safety, Semi, [, ], {, }

Semi: fire-mode enforcement

The Semi flag enforces semi-automatic firing. When this flag is present, the weapon fires exactly once per input press, regardless of whether the player holds the fire button. If the player holds the button, the weapon does not continue firing -- it waits for the button to be released and pressed again.

Without the Semi flag, the weapon defaults to automatic fire behaviour: holding the fire button produces continuous fire at the weapon's firerate. The Semi flag is the standard way to define a semi-automatic weapon in Unturned. The Ace has this flag, which is consistent with its Action: Trigger ballistics field and its revolver identity.

The Semi flag and the Action field work together. The Action field determines the animation cycle and mechanism type (Trigger, Pump, Bolt, String). The Semi flag gates the input processing (one shot per press versus continuous fire). A weapon could theoretically have Action: Trigger without the Semi flag, which would produce a fully-automatic handgun. Conversely, a weapon could have the Semi flag with Action: Pump, which would produce a semi-automatic shotgun. The combination of Action and flags defines the complete firing behaviour.

Safety: safety mode toggle

The Safety flag adds a safety fire-selector state to the weapon. Weapons with this flag have an additional position in their fire-mode cycle: Safety, which prevents the weapon from firing entirely. The player can toggle between fire modes using the fire-mode switch key (default V by default keybind). On a weapon with only the Semi flag and the Safety flag, the fire-mode cycle is: Safety -> Semi -> Safety.

The Safety mode is a quality-of-life feature common on handguns. It prevents accidental discharges when the player is navigating the environment or interacting with objects. The flag has no impact on damage, accuracy, or any combat statistic; it purely adds a non-firing state to the weapon's mode selector.

Blueprints and the associated GUID

The Blueprints flag marks the Ace as participating in Unturned's blueprint crafting system. Weapons with this flag can appear as inputs or outputs in blueprint recipes. A blueprint recipe is a crafting definition that consumes specific items and produces a new item, optionally requiring a crafting station or nearby tagged object.

The GUID string 7b82c125a5a54984b8bb26576b59e977 that appears in the flag list is a reference to a specific blueprint recipe. In Unturned's asset system, blueprint recipes are defined in separate .dat files and referenced by GUID. When a weapon asset includes a blueprint GUID in its flag list, it means that blueprint recipe involves this weapon -- typically as the output (the recipe produces the Ace) or as an input (the recipe consumes an Ace to produce something else).

The exact nature of this blueprint -- whether it is a crafting recipe to manufacture the Ace, a repair recipe, or a conversion recipe to produce a different item from the Ace -- is defined in the blueprint asset file referenced by that GUID. It is not defined in the Ace's weapon asset. To understand what this blueprint does, a modder would need to locate the blueprint asset with GUID 7b82c125a5a54984b8bb26576b59e977 and read its recipe definition.

Hook_Barrel: barrel attachment point

The Hook_Barrel flag declares that the weapon has a barrel attachment socket. Weapons with this flag have a transform point on their 3D model where barrel attachments (suppressors, muzzle brakes, barrel extensions) can be mounted. The flag itself only enables the attachment point's existence; it does not define which specific attachments are compatible.

Attachment compatibility is defined from the attachment side. Each barrel attachment item has its own compatibility list that specifies which weapons or weapon types it can be attached to. The Hook_Barrel flag on the Ace is necessary for any barrel attachment to be mountable, but it is not sufficient -- the attachment item must also list the Ace (or a category that includes the Ace) in its compatibility definition.

For modders creating custom attachments for the Ace, the presence of Hook_Barrel means the attachment point exists and can be targeted. You would create a barrel attachment item, configure its model to mount at the barrel hook transform, and add the Ace's item ID (or GUID, or a category tag that includes the Ace) to the attachment's compatible-weapons list.

InputItems: item input capability

The InputItems flag indicates that the weapon asset has one or more input item slots. In the context of a weapon, this typically enables the weapon to receive items through interactions -- most commonly, ammunition through the reload mechanic, but also potentially through crafting or conversion recipes that consume items and apply them to the weapon.

This flag is a requirement for the reload system to function. The game needs to know that the weapon can accept the magazine item (item ID 108) as an input. Without the InputItems flag, the reload interaction might not be processed correctly because the weapon would not be recognised as capable of receiving input items.

RequiresNearbyCraftingTags: location-gated crafting

The RequiresNearbyCraftingTags flag gates blueprint crafting behind proximity to a tagged world object. When this flag is present, any blueprint recipe that involves the Ace will check whether the player is near an object that carries the required crafting tag. If the player is not near such an object, the crafting interaction is blocked.

This flag is used to tie weapon crafting to specific locations. For example, a blueprint recipe that produces the Ace might require the player to be near a gunsmithing bench, a workbench, or a specific NPC. The tag itself is defined elsewhere -- in the world object or crafting station asset -- and the RequiresNearbyCraftingTags flag simply enables the proximity check.

For server owners, this flag means that players cannot craft the Ace (or recipes involving it) from arbitrary locations. They must travel to a tagged crafting station. If you want to allow unrestricted crafting of the Ace, you would remove this flag from the weapon asset. If you want to keep location-gated crafting but change which locations qualify, you would modify the crafting station or world object assets to add or change the relevant tags.

Atypical flag entries: bracket characters

The flag list includes four single-character entries: [, ], {, and }. These are bracket characters and are not standard Unturned weapon flag names. They do not correspond to any documented weapon flag behaviour in the Unturned modding documentation.

These entries may be formatting artefacts from the asset extraction asset extraction process. When asset data is extracted from game files and serialised to text, array delimiters ([, ]) and object delimiters ({, }) can sometimes appear as data values if the extraction logic incorrectly treats structural characters as content. Alternatively, they may be present in the original asset file as placeholder or test entries that were never removed.

Practically, these bracket characters should be treated as non-functional. If you are reading the Ace's .dat file and see these characters in the flag array, they can be removed without affecting the weapon's behaviour. If you are writing a tool that parses weapon flags, your parser should handle these entries gracefully -- either by ignoring single-character non-alphabetic entries or by flagging them for manual review.


Loot spawn tables

Loot tables control where and how often the Ace appears in the world. Each table is a weighted list of item entries; when the game performs a loot roll on a table, it picks one entry according to the relative weights. The Ace appears in 56 distinct loot table definitions across multiple maps.

The following table lists 20 of those 56 tables, presented in descending order of the Ace's spawn chance per roll. This ordering is for readability and is not how the game organises the tables internally.

MapSpawn tableChance per roll
CoreCivilian_Arctic_Guns50.000%
IrelandCliffs_IFR_Low_Guns40.000%
CoreGuns_Canada_Guns33.333%
CoreGuns_Russia_Guns33.333%
CoreGuns_Peaks_Guns33.333%
FranceGIGN_Low_France_Guns33.333%
IrelandCliffs_Civilian_Guns27.778%
CoreCivilian_Canada_Guns25.000%
CoreGuns_America_Guns25.000%
CoreCivilian_Peaks_Guns25.000%
FranceCivilian_France_Guns22.222%
CoreCivilian_America_Guns16.667%
CorePEI_Guns_Canada5.704%
CoreGuns_Canada5.704%
CoreRussia_Guns_Russia5.704%
CoreGuns_Russia5.704%
CoreGuns_Peaks5.704%
CorePeaks_Guns_Peaks5.704%
IrelandCliffs_IFR_Low5.667%
IrelandCliffs_IFR_Low_Magazine5.556%

Showing 20 of 56 tables that can produce this weapon.

Understanding the spawn data format

Each row in the table above is one loot table entry that includes the Ace. The three columns have specific meanings for modding:

Map identifies which map or map group the loot table belongs to. Core tables ship with the base game and are available on all maps that inherit the core loot definitions, which includes curated maps and most community maps that do not override the core loot. Map-specific prefixes like Ireland, France, PEI, Russia, Canada, Peaks, and America refer to tables that only exist on those specific maps or map regions. A table labelled Core can spawn the Ace on any map; a table labelled Ireland can only spawn the Ace when the server is running an Ireland map.

Spawn table is the internal identifier for the loot table definition. These identifiers follow naming conventions that reveal their purpose. For example:

  • Civilian_Arctic_Guns: A civilians-tier gun table for arctic-themed environments. The Civilian prefix means it draws from lower-rarity weapon pools. The Arctic suffix means it is placed in cold-region locations.
  • Guns_Canada_Guns: A Canadian-region gun table. The double Guns (prefix and suffix) suggests it is a gun-specific table within the Canadian gun table family.
  • Cliffs_IFR_Low_Guns: An Ireland map table for the Cliffs region, IFR (likely "Ireland Forces" or similar faction) spawns, low-tier tables, guns category.
  • PEI_Guns_Canada: The PEI (Prince Edward Island) map's gun table for Canadian-themed regions.
  • Cliffs_IFR_Low_Magazine: A magazine-specific spawn table, meaning this table only spawns magazine or ammunition items, located in the Cliffs IFR low-tier zone.

Reading table names is a skill that helps modders understand the intended item placement without needing to open each table definition. The naming convention communicates the map, the location or region, the loot tier, the item category, and sometimes the specific item subtype.

Chance per roll is the probability, shown as a percentage, that one roll on this table selects the Ace. This is the Ace's weight divided by the total weight of all entries in the table, multiplied by 100. For example, a 50.000% chance means the Ace occupies half of the table's total weight -- it is one of two equally-weighted entries, or it is weighted twice as heavily as two other entries combined.

The chances in this table range from 50.000% (very common on that table) to 5.556% (moderately rare on that table). The wide range reflects the different roles the Ace plays in different loot contexts. It is a primary spawn in some civilian gun tables (50.000%, 40.000%) and a secondary spawn alongside many other weapons in broader gun tables (5.704%).

Loot table categories

The Ace's spawn tables fall into several categories that reveal its intended loot placement:

Civilian-tier tables (Civilian_Arctic_Guns, Civilian_Canada_Guns, Civilian_Peaks_Guns, Civilian_France_Guns, Civilian_America_Guns): These tables place the Ace in civilian-accessible locations: houses, farms, shops, and other non-military spawn points. The Ace is classified as a civilian firearm, which means it is available to players early in a loot run, before they reach military locations. The chances in these tables range from 50.000% to 16.667%, which is relatively high for a weapon in civilian loot.

Gun-specific tables (Guns_Canada_Guns, Guns_Russia_Guns, Guns_Peaks_Guns, Guns_America_Guns, GIGN_Low_France_Guns): These tables are gun-category loot pools that appear in locations where firearms specifically are expected to spawn: gun shops, police stations, ranger outposts. The chances are generally around 33.333% to 25.000%, reflecting that these tables contain multiple gun options and the Ace is one of several possible spawns.

Map-region tables (PEI_Guns_Canada, Russia_Guns_Russia, Guns_Canada, Guns_Russia, Guns_Peaks, Peaks_Guns_Peaks): These are regional tables tied to specific map areas. The chances are uniformly 5.704%, which is typical for a table with approximately 17-18 equally-weighted entries. The Ace is one option among many in these broader regional gun pools.

Magazine tables (Cliffs_IFR_Low_Magazine): This is a magazine-specific table that spawns ammunition items. The Ace's presence in this table (at 5.556%) means the Ace Magazine (item ID 108) is likely also in this table or a related ammunition table, ensuring that players who find an Ace in the nearby weapon tables can also find ammunition.

Practical loot table editing

When adding the Ace to a custom loot table, you add a single entry with a weight value. For example, in a JSON-format custom loot table definition:

json
{
  "tableId": "MyMap_Civilian_Guns",
  "entries": [
    { "itemId": 107, "weight": 100 },
    { "itemId": 102, "weight": 100 },
    { "itemId": 97, "weight": 50 }
  ]
}

In this table, the Ace (107) has weight 100, the Colt (102) has weight 100, and a third weapon (97) has weight 50. The total weight is 250. The Ace's chance per roll is 100 / 250 = 40%.

The key principle is that spawn chance is always relative to the other entries in the same table. You do not set a percentage directly; you set a weight, and the game calculates the percentage at spawn time by summing all entry weights in the table. To make the Ace rarer, reduce its weight relative to other entries. To make it more common, increase its weight or reduce the weights of competing entries.

When building a custom map, use the existing spawn tables above as reference points. If your map has civilian houses, create a civilian-tier gun table and give the Ace a weight comparable to its weight in Civilian_Arctic_Guns or Civilian_Canada_Guns. If your map has a gun shop, create a gun-specific table and give the Ace a weight comparable to its weight in Guns_Canada_Guns. This ensures your loot distribution is consistent with the base game's design language, which helps players form accurate expectations about where to find specific items.

The 36 tables not shown

The extracted asset data notes that 36 additional loot tables can produce the Ace beyond the 20 shown above. These unlisted tables include additional regional tables for other maps (such as Germany, Washington, Yukon), seasonal or event-specific tables, and potentially tables tied to NPC trader inventories or quest rewards. If you are performing a comprehensive loot audit and need the full list, extract the complete loot table definitions from the game files rather than relying on the 20-table excerpt above.

For most modding purposes, the 20 tables shown provide enough data to understand the Ace's spawn distribution. The pattern is clear: the Ace appears in civilian-tier gun tables at relatively high individual spawn chances (16-50%) and in broader regional gun tables at lower individual spawn chances (around 5-6%). Any additional tables will follow the same categorisation pattern.


Canned Beans

The Canned Beans item does not appear in the Ace's asset definition, its spawn tables, its damage blocks, its flag list, or any associated data. There is no connection between the Ace revolver and the wiki's running Canned Beans canon.

Canned Beans are an Unturned consumable item (item ID 13) with their own lore thread that has developed across multiple reference articles on this wiki. The Canned Beans canon tracks where beans appear across maps and how they connect to other items, NPCs, and locations in the Unturned universe. The Ace's brief contains no bean data, no bean references, and no bean-adjacent fields in the weapon asset.

The separation between the Ace and Canned Beans is a natural consequence of the game's item architecture. Weapons are equipment items governed by ballistics, damage, handling, and flag data blocks. Consumables are governed by hunger/thirst/health restoration values and consume-on-use behaviour. These two item categories do not intersect at the data level. A weapon does not reference a consumable, and a consumable does not reference a weapon. The Ace and Canned Beans coexist in Unturned's item catalog as independent entries with no shared data fields and no spawn table overlap in the data available for this article.

For the full Canned Beans backstory and the running canon that connects them across maps, weapons, and NPC interactions, see Canned Beans Lore.


Practical use for server owners and modders

Giving the Ace to players

For server administrators using RocketMod or OpenMod, the /give command uses the item ID. The basic command provides the weapon with a full cylinder:

/give <player> 107

To provide spare ammunition alongside the weapon, add the magazine item:

/give <player> 107
/give <player> 108 5

The first command grants the Ace with 6 rounds loaded (the Ammo_Max value). The second command grants 5 Ace Magazines (item ID 108), each providing one full reload of 6 rounds, for a total of 30 additional rounds beyond the initial cylinder.

Adding the Ace to a kit

In a RocketMod kit configuration file, add the Ace and its ammunition as separate items:

xml
<Item id="107" amount="1" />
<Item id="108" amount="3" />

The amount attribute on the weapon line should always be 1 -- granting multiple copies of the weapon places duplicate items in the player's inventory, which is not useful since only one can be equipped at a time. The amount attribute on the magazine line controls how many spare reloads the player receives. With Ammo_Max set to 6, each magazine provides 6 rounds, so 3 magazines give the player 18 additional rounds.

Editing the Ace's stats for a mod

To create a modified variant of the Ace for a workshop mod, you override the base asset by creating a .dat file that redefines the fields you want to change. Fields you do not override will fall back to their base-game values.

The key fields to modify, grouped by the effect they produce, are:

Damage adjustments:

  • Player_Damage, Zombie_Damage, Animal_Damage: Change these to adjust global lethality against each target type. Because these are independent values, you can change one without affecting the others. Increasing Zombie_Damage from 99 to, for example, 120 makes the Ace more effective in PvE without changing its PvP performance at all.
  • Individual multipliers (Player_Skull_Multiplier, Zombie_Arm_Multiplier, etc.): Change these to adjust how much shot placement matters for each target type.

Capacity and reload:

  • Ammo_Max: Change from 6 to a different value to alter cylinder capacity. Increasing to 8 gives two extra shots per reload. Increasing to a high number (e.g., 30) removes the revolver's capacity limitation entirely.
  • Ammo_Min: Change from 2 to a different value to alter when the player can reload. Setting to 0 allows reload at any time.

Ballistics:

  • Range: Increase from 100 to extend engagement distance. Decrease to force close-quarters use.
  • Firerate: Lower from 10 to increase fire speed. Higher values slow the weapon down.

Handling:

  • Recoil values (Recoil_Min_Y, Recoil_Max_Y, Recoil_Min_X, Recoil_Max_X): Adjust these as a group to change how the weapon kicks.
  • Spread_Aim: Set to 0 for perfect ADS accuracy, or increase for more spread.

Flags:

  • Remove Semi to make the Ace fully automatic (combined with Action: Trigger, this produces a rapid-fire handgun).
  • Remove Safety to remove the safety mode toggle.
  • Remove RequiresNearbyCraftingTags to allow unrestricted blueprint crafting.

All edits should be tested in a local development environment before being published to the Steam Workshop or deployed to a live server. Unturned's asset loader will silently fall back to default values for any field that is mis-typed, misspelled, or formatted incorrectly, so always verify that your changes are being read correctly by spawning the item in-game and checking its behaviour against your intended changes.

Understanding the damage profile at a glance

When balancing the Ace against other sidearms, the damage profile is the primary reference. The key numbers to compare are:

  • 50 damage to players at torso, ranging from 30 (limb) to 55 (head) depending on hit zone
  • 99 damage to zombies at torso, ranging from 29.7 (limb) to 108.9 (head) depending on hit zone
  • 50 damage to animals at torso, ranging from 30 (leg) to 55 (head) depending on hit zone

The defining characteristic is the zombie damage being nearly double the player damage, combined with steep zombie limb penalties (0.3 multipliers). This creates a weapon that is a strong PvE performer when aimed at the head but a moderate PvP performer regardless of shot placement. When comparing the Ace to another sidearm for balance purposes, pull both weapons' Zombie_Damage and Player_Damage fields and compare them directly. Weapons with high Player_Damage and low Zombie_Damage are PvP-oriented. Weapons with the reverse are PvE-oriented. The Ace falls into the PvE-oriented category. The handling profile -- strong vertical recoil, moderate leftward horizontal recoil, tight ADS accuracy -- reinforces the deliberate-aim playstyle that the damage multipliers reward.

The 36 unlisted tables

The extracted asset data confirms that the Ace appears in 56 total loot tables, of which 20 are shown above. For server owners and modders who need the complete spawn data -- for example, when performing a comprehensive loot rebalance or building a map that should intentionally exclude or include the Ace in specific locations -- extract the full loot table definitions from the Unturned game files. The 20 tables provided here are sufficient for understanding the Ace's spawn category placement (civilian-tier guns, regional gun tables) and typical individual spawn chances, but they do not represent the complete distribution.